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subsurface scattering : ウィキペディア英語版
subsurface scattering

Subsurface scattering (or SSS), also known as subsurface light transport (SSLT),〔(【引用サイトリンク】url=http://wiki.povray.org/content/Reference:Finish#Subsurface_Light_Transport )〕 is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would have if it had been reflected directly off the surface. Subsurface scattering is important in 3D computer graphics, being necessary for the realistic rendering of materials such as marble, skin, leaves, wax and milk.
==Rendering Techniques==
Most materials used in real-time computer graphics today only account for the interaction of light at the surface of an object. In reality, many materials are slightly translucent: light enters the surface; is absorbed, scattered and re-emitted — potentially at a different point. Skin is a good case in point; only about 6% of reflectance is direct, 94% is from subsurface scattering.
An inherent property of semitransparent materials is absorption. The further through the material light travels, the greater the proportion absorbed. To simulate this effect, a measure of the distance the light has traveled through the material must be obtained.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「subsurface scattering」の詳細全文を読む



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